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  1. Grand Unified Game Instructions for Group Stage, Frenlies, and General Memery
  2.  
  3. Read this like a flow-chart. Each section is independent of the others.
  4. Remember to believe in the heart of the tactics. Grandad's formation has no bad players.
  5.  
  6. Pregame:
  7. Sub by condition, but if conditions are tied:
  8. 1. Give preference to T4 Peasant (GK) - Monacar kinda blew it in the Round of Sneed.
  9. 2. Give preference to Toot Me Bros (CB) - Toot abuse is basically a better form of chant abuse.
  10. 3. Give preference to Nooooo I Don't Want To Be Water (DMF) - He always brings coffee for everyone, so let the lad play.
  11. 4. Put the RB and LB on their respective corners.
  12.  
  13.  
  14. At kick-off:
  15. 1. Go +1 immediately.
  16.  
  17. First half:
  18. 1. No panicking, let Rackam cook. Stay blue.
  19.  
  20. Half-time:
  21. 1. Activate Centering Targets.
  22. 2. If we're tied or losing, activate Gegenpress.
  23.  
  24. Second half kick-off:
  25. 1. If we're winning by 2 or more, go to neutral mentality.
  26. 2. Otherwise, let it roll.
  27.  
  28. Subs at 60 minutes:
  29. 1. Otherwise, do normal non-medal subs based on whoever's most dead.
  30. 2. If we are winning, go to neutral mentality (if we aren't already there), and activate Tiki Taka.
  31. 3. If we are tied, pray to Bahamut that subs will fix that.
  32. 4. If we are losing, pray even harder to Bahamut, and also activate the forbidden Double Gegen.
  33.  
  34.  
  35. 75 minutes:
  36. 1. If we are winning, activate Tiki Taka (if it's not already on), disable Gegenpress (if it's on), go -2, and DOCK THE AIRSHIP.
  37. 2. If we're tied, go +1 (if we aren't there already).
  38. 3. If we're losing, go +2.
  39.  
  40. EGGSDRA DIME :DDD intermission part 1
  41. 1. Disable Gegenpress and/or Tiki Taka if they're on.
  42. 2. Use the 4th sub for the most dead non-medal.
  43.  
  44. EGGSDRA DIME :DDD part 1 kick-off
  45. 1. Go to neutral mentality.
  46. 2. Let Rackam cook until the next intermission.
  47.  
  48. EGGSDRA DIME :DDD intermission part 2
  49. 1. STAY BLUE. STAY BLUE. STAAAAY BLUUUUUE!
  50.  
  51. EGGSDRA DIME :DDD part 2 kick-off:
  52. 1. If we're winning, go -2 and DOCK THE AIRSHIP.
  53. 2. If we're tied, go +1.
  54. 3. If we're losing, +2.
  55.  
  56.  
  57. OH FUGG BENULDIES :DDD
  58. 1. Do standard order by ability.
  59. 2. Flip the coin correctly so we don't get fugged in the benis :DDD
  60.  
  61.  
  62. If we get a red card:
  63. 1. Move the offender to right behind Burgerboi (or whoever is playing LB) to reflect on his actions.
  64. 2. If the offender is an LB, RB, or CB, switch Build-up to Long Pass, switch Positioning to Flexible.
  65. 3. If the offender is a CMF, move the other CMF sideways to the middle.
  66. 4. If the offender is an AMF, drag a CMF up to be an AMF, and drag the other CMF sideways to the middle.
  67. 5. If the offender is a DMF, make no additional changes beyond putting him in the stupid idiot box.
  68. 6. If the offender is a CF, and we're winning or tied, switch Build-up to Long Pass, switch Positioning to Flexible, activate Tiki Taka and Deep Defensive Line. Go to neutral mentality.
  69. 7. If the offender is a CF, and we're losing, it's JII ENDO. Draw a horse dong with the formation, put the keeper on the corners, and go +2. WITNESS US.
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